diff options
author | Patric Stout <truebrain@openttd.org> | 2021-02-17 15:14:59 +0100 |
---|---|---|
committer | Patric Stout <github@truebrain.nl> | 2021-02-19 10:43:15 +0100 |
commit | ae7a2b9f02b4becdcc7cb96f79031c840198989f (patch) | |
tree | 34e9bf7ff63f932421a28449efe28fea95e62467 /src/video/win32_v.cpp | |
parent | c81c6e5eb7a0e991039b7662868e87a8d2fe3415 (diff) | |
download | openttd-ae7a2b9f02b4becdcc7cb96f79031c840198989f.tar.xz |
Change: allow video-drivers to miss deadlines slightly
Before, every next frame was calculated from the current time.
If for some reason the current frame was drifting a bit, the
next would too, and the next more, etc etc. This meant we rarely
hit the targets we would like, like 33.33fps.
Instead, allow video-drivers to drift slightly, and schedule the
next frame based on the time the last should have happened. Only
if the drift gets too much, that deadlines are missed for longer
period of times, schedule the next frame based on the current
time.
This makes the FPS a lot smoother, as sleeps aren't as exact as
you might think.
Diffstat (limited to 'src/video/win32_v.cpp')
-rw-r--r-- | src/video/win32_v.cpp | 12 |
1 files changed, 10 insertions, 2 deletions
diff --git a/src/video/win32_v.cpp b/src/video/win32_v.cpp index 8a80344c4..2fe5f67f0 100644 --- a/src/video/win32_v.cpp +++ b/src/video/win32_v.cpp @@ -1207,7 +1207,13 @@ void VideoDriver_Win32::MainLoop() } if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) { - next_game_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK); + if (_fast_forward && !_pause_mode) { + next_game_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK); + } else { + next_game_tick += std::chrono::milliseconds(MILLISECONDS_PER_TICK); + /* Avoid next_game_tick getting behind more and more if it cannot keep up. */ + if (next_game_tick < cur_ticks - std::chrono::milliseconds(ALLOWED_DRIFT * MILLISECONDS_PER_TICK)) next_game_tick = cur_ticks; + } /* Flush GDI buffer to ensure we don't conflict with the drawing thread. */ GdiFlush(); @@ -1220,7 +1226,9 @@ void VideoDriver_Win32::MainLoop() } if (cur_ticks >= next_draw_tick) { - next_draw_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK); + next_draw_tick += std::chrono::milliseconds(MILLISECONDS_PER_TICK); + /* Avoid next_draw_tick getting behind more and more if it cannot keep up. */ + if (next_draw_tick < cur_ticks - std::chrono::microseconds(ALLOWED_DRIFT * MILLISECONDS_PER_TICK)) next_draw_tick = cur_ticks; bool old_ctrl_pressed = _ctrl_pressed; |